Custom Sandbox allows the player to adjust the game settings to the way they like. After choosing a starting location, the player can choose their own options, or choose a preset to customise. In the Saved Presets box at the bottom, each default option is the same settings used in the default game modes.
- *NOTE: the Character options have a set default 'difficulty' for each preset*
Sandbox options
Population
Zombie Count: Changing this will adjust the "Population Multiplier" advanced option.
Count | Scenario |
---|---|
Insane | Six Months Later |
Very High | |
High | Survival |
Normal | Apocalypse The First Week |
Low | Initial Infection |
None |
Zombie Distribution: Determines whether zombie distribution will be balanced across the map, or focused in urban areas.
Distribution | Scenario |
---|---|
Urban Focused | Apocalypse Initial Infection First Week Six Months Later Survival |
Uniform |
Time
Day length: is the time for an in-game day to take in real-time. This will affect how fast the player gets hungry or thirsty. Therefore, the longer the game day is, the longer it will take to get hungry or thirsty. This can be adjusted hourly from anywhere between 1 hour to real-time (24 hours), or 15 and 30 minutes. The default day length is 1 hour for all game modes.
Start Month: The month the game will start in. This will affect the current weather, foraging and farming. July will have greater harvests, whereas December will have poorer.
Month | Scenario |
---|---|
January | |
February | |
March | |
April | |
May | |
June | |
July | Apocalypse Initial Infection The First Week Survival |
August | |
September | |
October | |
November | |
December | Six Months Later |
Start Day: This determines which day of the month the game will start in. The default for all game modes is the 9th.
Start Time: This determines the time when the game first starts, which will affect how much daylight the player will have on their first day. Daylight provides a buff to the player's sight. Zombies are attracted to light sources during the night.
Time | Scenario |
---|---|
7 am | |
9 am | Apocalypse Initial Infection The First Week Survival Six Months Later |
12 pm | |
2 pm | |
5 pm | |
9 pm | |
12 am | |
2 am | |
5 am |
World
Water Shutoff: The water will randomly stop working any day within this range. For example, selecting 2-6 months will give the player at least 2 months to prepare themselves before the water is shutoff. There will still be some left over water in sinks and toilets, however this is non-sustainable and will eventually run out.
Shutoff | Scenario |
---|---|
Instant | Six Months Later |
0-30 days | Apocalypse Survival |
0-2 months | |
0-6 months | |
0-1 year | |
0-5 years | |
2-6 months | The First Week |
6-12 months | Initial Infection |
Electricity Shutoff: The electricity will randomly stop working any day within this range. For example, selecting 2-6 months will give the player at least 2 months to prepare themselves before the electricity is shutoff. Which will stop refrigerators and lights from functioning.
Shutoff | Scenario |
---|---|
Instant | Six Months Later |
0-30 days | Apocalypse Survival |
0-2 months | |
0-6 months | |
0-1 year | |
0-5 years | |
2-6 months | The First Week |
6-12 months | Initial Infection |
House Alarms Frequency: This is how often you will come across houses with an active burglar alarm, which once triggered will generate a loud noise attracting zombies to the location of the alarm. Houses with alarms usually have locked windows and unlocked front doors. Currently (Weather Test 40.3) this is not related to the Item; Home Alarm.
Frequency | Scenario |
---|---|
Never | Six Months Later |
Extremely Rare | Initial Infection |
Rare | The First Week |
Sometimes | Apocalypse Survival |
Often | |
Very Often |
Locked Houses Frequency: This is how often houses will have their doors locked.
Frequency | Scenario |
---|---|
Never | Six Months Later |
Extremely Rare | Initial Infection |
Rare | The First Week |
Sometimes | |
Often | |
Very Often | Apocalypse Survival |
Food Spoilage: Defines how fast the food will spoil inside or outside fridge.
Rate | Scenario |
---|---|
Very Fast | |
Fast | |
Normal | Apocalypse The First Week Six Months Later Survival |
Slow | Initial Infection |
Very Slow |
Refrigeration Effectiveness: Define how effective a fridge will be at slowing the rate of food spoilage.
Effectiveness | Scenario |
---|---|
Very Low | |
Low | |
Normal | Apocalypse The First Week Six Months Later Survival |
High | Initial Infection |
Very High |
Rotten Food Removal: This value is an integer defining the number of in-game days before rotten food is removed from the map. -1 means rotten food will never be removed. [Default=-1]
Loot Respawn: Items will respawn in already-looted containers in towns and trailer parks. Items will not respawn in player-made containers.
Effectiveness | Scenario |
---|---|
None | Apocalypse Initial Infection The First Week Six Months Later Survival |
Every day | |
Every week | |
Every month | |
Every 2 months |
Loot Seen Prevent Hours: This value is an integer defining the number of in-game hours. When >0, loot will not respawn in chunks (10x10 tiles) that have been seen by a player within this number of hours. [Default=0]
World Item Removal List: A list of items that will be removed after Hours for Removal List hours. [Default=Base.Hat,Base.Glasses,Base.Maggots]
Hours for Removal List: The amount of time for World Item Removal List items to be removed [Default=24.0]
Removal List as Whitelist: If false, items in World Item Removal List will be removed. If true, items not in World Item Removal List will be removed. [Default=Off]
Months Since The Apocalypse: This is how long it has been since the apocalypse began, affecting starting Erosion and Food Age.
Months | Scenario |
---|---|
0 | Apocalypse Initial Infection The First Week Survival |
1 | |
2 | |
3 | |
4 | |
5 | |
6 | Six Months Later |
7 | |
8 | |
9 | |
10 | |
11 | |
12 |
Darkness During Night: Defines how dark it is at night, affecting the player's visibility.
Months | Scenario |
---|---|
Pitch Black | |
Dark | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
Bright |
Fire Spread: This is a check box that can be turned On or Off. Disabling this will stop fire from spreading to nearby flammable material. [Default=On]
Generator Working In Exterior: This is a check box that can be turned On or Off. If enabled, generator will work on exterior tiles, allowing for example to power a gas pump. [Default=On]
Initial Gas Station Amount: Changes how filled gas tanks inside of fuel stations will be initially.
Amount | Scenario |
---|---|
Empty | |
Super Low | |
Very Low | |
Low | |
Normal | Apocalypse Builder Six Months Later |
High | |
Very High | |
Full | Initial Infection |
Infinite |
Light Bulb Lifespan: How long lightbulbs last before breaking, higher values lasting longer. If 0, they never break. Does not affect vehicle headlights. [Default=1.0]
Nature
Temperature: This will affect the Weather and therefore your temperature Moodle.
Temperature | Scenario |
---|---|
Very cold | |
Cold | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
Hot | |
Very hot |
Rain: This will affect how much rain there is and therefore your wet Moodle.
Rain | Scenario |
---|---|
Very dry | |
Dry | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
Rainy | |
Very rainy |
Erosion Speed: Affects the speed of Erosion for roads and buildings. Number of days until 100% growth.
Rate | Scenario |
---|---|
Very fast (20 days) | The First Week Six Months Later |
Fast (50 days) | |
Normal (100 days) | Apocalypse Initial Infection Survival |
Slow (200) | |
Very slow (500) |
Farming Speed: Affects how fast your crops grow in Farming
Rate | Scenario | Modifier |
---|---|---|
Very fast | 0.33 | |
Fast | Initial Infection | 0.67 |
Normal | Apocalypse The First Week Six Months Later Survival |
1 |
Slow | 1.5 | |
Very slow | 3 |
Plant Resilience: Determines how often the plant loses water and increases disease level if diseased.
Resilience | Scenario | Hours |
---|---|---|
Very low | 2 | |
Low | 3 | |
Normal | Apocalypse The First Week Six Months Later Survival |
5 |
High | 8 | |
Very high | Initial Infection | 12 |
Farming's Abundance: Will influence how many additional vegetables a plant will grow.
Abundance | Scenario | Modifier |
---|---|---|
Very poor | -4 | |
Poor | -2 | |
Normal | Apocalypse Six Months Later Survival |
0 |
Abundant | The First Week | 3 |
Very abundant | Initial Infection | 5 |
Nature's Abundance: Affects the difficulty of fishing and foraging.
Abundance | Scenario |
---|---|
Very poor | |
Poor | |
Normal | Apocalypse Survival |
Abundant | The First Week |
Very abundant | Initial Infection Six Months Later |
Compost Time: Determines how long it will take for food to decay in a composter.
Time | Scenario |
---|---|
1 Week | |
2 Weeks | Apocalypse Initial Infection The First Week Six Months Later Survival |
3 Weeks | |
4 Weeks | |
6 Weeks | |
8 Weeks | |
10 Weeks | |
12 Weeks |
Maximum Fog Intensity: How thick the fog will get.
Intensity | Scenario |
---|---|
Normal | Apocalypse Survival The First Week Initial Infection Six Months Later |
Moderate | |
Low |
Maximum Rain FX Intensity: How much rain will fall.
Intensity | Scenario |
---|---|
Normal | Apocalypse Survival The First Week Initial Infection Six Months Later |
Moderate | |
Low |
Enable Snow On Ground: If disabled snow will not accumulate on ground but will still be visible on vegetation and rooftops. [Default=On]
Enable 'Tainted Water' tooltip: If enabled, tainted water will be marked in-game as such. [Default=On]
Sadistic AI Director
Helicopter: How often helicopters pass over the Event zone. Helicopters last for a long time, will leave, then come back, bringing hordes of zombies towards the player from many directions.
Frequency | Scenario |
---|---|
Never | |
Once | Apocalypse Initial Infection The First Week Six Months Later Survival |
Sometimes | |
Often |
Meta Event: How often zombie attracting meta-game events like gunshots will occur. This will cause zombies to move towards the direction of the event. It should be noted that this is audio only, following the noise will not lead the player to the source.
Frequency | Scenario |
---|---|
Never | |
Once | |
Sometimes | Apocalypse Initial Infection The First Week Six Months Later Survival |
Often |
Sleeping Event: Governs night-time metagame events during the player's sleep, such as night terrors.
Frequency | Scenario |
---|---|
Never | Apocalypse |
Once | |
Sometimes | Initial Infection The First Week Six Months Later Survival |
Often |
Meta
Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map.
Rate | Scenario |
---|---|
Extremely Rare | |
Rare | |
Sometimes | Apocalypse Initial Infection The First Week Six Months Later Survival |
Often | |
Very Often |
Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. [Minimum=0] [Maximum=100] [Default=1]
Randomized House Chance: Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.
Frequency | Scenario |
---|---|
Never | |
Extremely rare | |
Rare | Apocalypse Initial Infection The First Week Six Months Later Survival |
Sometimes | |
Often | |
Very Often |
Randomized Vehicle Stories Chance: Increase/decrease probability of discovering randomized vehicle stories on roads: police blockade, car maintenance, etc.
Frequency | Scenario |
---|---|
Never | |
Extremely rare | |
Rare | Apocalypse Initial Infection The First Week Six Months Later Survival |
Sometimes | |
Often | |
Very Often |
Randomized Zone Stories Chance:
Frequency | Scenario |
---|---|
Never | |
Extremely rare | |
Rare | Apocalypse Initial Infection The First Week Six Months Later Survival |
Sometimes | |
Often | |
Very Often |
Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor.
Frequency | Scenario |
---|---|
Never | |
Extremely rare | |
Rare | |
Sometimes | Apocalypse Initial Infection The First Week Six Months Later Survival |
Often | |
Very Often |
Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. Setting to -1 will stop corpses from being removed. (Replaces former HoursForCorpseRemoval server option). [Default=216.0]
Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions.
Impact | Scenario |
---|---|
None | |
Low | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
High |
Blood Level: More of a graphical setting as it determines the level of gore that will generate after hitting/killing a zombie or player.
Level | Scenario |
---|---|
None | |
Low | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
High | |
Ultra Gore |
Corpse Maggot Spawn: Determines how maggots spawn around corpses.
Level | Scenario |
---|---|
In and around bodies | Apocalypse Initial Infection The First Week Six Months Later Survival |
In bodies only | |
Never |
Loot Rarity
Non-Canned Food: For all the different foods, click here.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Canned Food: For all the different canned foods, click here.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Melee Weapons: For all the different weapons, click here.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Ranged Weapons: For all the different ranged weapons, click here.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Ammo: For all the different types of ammo, click here.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Medical: For all medical items, click here.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Survival Essentials: Seeds, nails, saws, Fishing Rods, various tools, etc...
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Mechanics:
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Literature: For all literature items, click here.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Other: Every other item type that doesn't fit into the above categories.
Rarity | Scenario |
---|---|
None (not recommended) | |
Insanely rare | |
Extremely rare | |
Rare | Apocalypse Six Months Later Survival |
Normal | |
Common | The First Week |
Abundant | Initial Infection |
Character
XP Multiplier: Affects how much experience the player will get from various tasks. [Minimum-0.001] [Maximum-1000] [Default=1]
XP Multiplier Affects Passive Skills: If true, Fitness and Strength skills are affected by XP Multiplier. [Default=Off]
Stats Decrease: How fast character's hunger, thirst and fatigue will decrease.
Rate | Scenario |
---|---|
Very fast | |
Fast | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
Slow | |
Very slow |
Endurance Regeneration: This affects how fast fatigue will decrease.
Rate | Scenario |
---|---|
Very fast | |
Fast | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
Slow | |
Very slow |
Nutrition: This is a check box determining whether nutritional value of food affects the player's condition. [Default=On]
Starter Kit: Start with a school bag, baseball bat, hammer, water bottle and chips. [Default=Off]
Free Traits: Adds free points during character creation, on top of the standard 8. [Default=0]
Player-Built Construction Strength: Determines the hitpoints of structures the player has built.
Strength | Scenario |
---|---|
Very low | |
Low | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
High | |
Very high |
Injury Severity: Increase and decrease the impact injuries have on your body, and their healing time.
Severity | Scenario |
---|---|
Low | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
High |
Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. [Default=On]
Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled).
Rate | Scenario |
---|---|
Disabled | |
Slow | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
Fast |
Rear Vulnerability: Chance of being bitten when attacked from behind.
Rate | Scenario |
---|---|
Low | |
Medium | |
High | Apocalypse Initial Infection The First Week Six Months Later Survival |
Weapon Multi-Hit: Allows some melee weapons to hit and push multiple zombies at once while using them. [Default=Off]
Melee Movement Disruption: If enabled, the player slows while swinging. [Default=On]
All Clothing Unlocked: Unlocks all clothing items in the game during character creation. [Default=On]
Enable Poisoning: Determines if poisoning food is allowed. [Default=On]
Rate | Scenario |
---|---|
True | Apocalypse Initial Infection The First Week Six Months Later Survival |
False | |
Only bleach poisoning is disabled |
In-game Map
Allow Mini-Map: Enables in-game mini-map. [Default=Off]
Allow World Map: Allows players to open up the world map. [Default=On]
All Known On Start: Unlocks all map data automatically at the beginning. [Default=Off]
Vehicle
Vehicles: Enable or disable vehicles from spawning into the game.
Easy Use: If true cars will all be unlocked with a full gas tank, don't require keys, etc.
Recent Survivor Vehicles: Governs whether the player can discover a car that has been maintained and cared for after the infection struck, i.e. is still in working order.
Rate | Scenario |
---|---|
None | |
Low | Apocalypse The First Week Six Months Later Survival |
Normal | |
High | Initial Infection |
Zombie Attraction Multiplier: Use this to multiply or reduce engine general loudness. [Minimum=0] [Maximum=100] [Default=1]
Car Spawn Rate:
Rate | Scenario |
---|---|
Low | Apocalypse Six Months Later Survival |
Normal | The First Week |
High | Initial Infection |
Chance Has Gas: Governs the chances of finding vehicles with gas in the tank.
Rate | Scenario |
---|---|
Low | Apocalypse Six Months Later Survival |
Normal | |
High | Initial Infection The First Week |
Initial Gas: Governs how full gas tanks will be in discovered cars.
Level | Scenario |
---|---|
Very low | |
Low | Apocalypse Six Months Later Survival |
Normal | The First Week |
High | |
Very high | Initial Infection |
Full |
Gas Consumption: The rate in which vehicles will consume fuel. [Minimum=0] [Maximum=100] [Default=1].
Locked Frequency: How frequent the doors of a vehicle will be locked.
Frequency | Scenario |
---|---|
Never | Six Months Later Survival |
Extremely rare | Initial Infection |
Rare | Apocalypse The First Week |
Sometimes | |
Often | |
Very often |
General Condition: In what condition new cars will spawn.
Level | Scenario |
---|---|
Very low | Six Months Later Survival |
Low | Apocalypse |
Normal | The First Week |
High | Initial Infection |
Very high |
Car Wreck Congestion: Enable or disable traffic jams that spawn on the main roads of the map. [Default=On]
Car Alarms Frequency: The frequency in which a car alarm will be triggered when opening a door. This will attract zombies to the vehicle's position.
Frequency | Scenario |
---|---|
Never | Six Months Later Survival |
Extremely rare | Apocalypse Initial Infection |
Rare | The First Week |
Sometimes | |
Often | |
Very often |
Player Damaged From Crash: Enable or disable player getting damage from being in a car accident. [Default=On]
Car Damage On Impact: Governs the amount of damage dealt to vehicles that crash.
Damage | Scenario |
---|---|
Very low | |
Low | |
Normal | Apocalypse Initial Infection The First Week Six Months Later Survival |
High | |
Very high |
Siren Shutoff Hours: Number of hours before the siren sound of a car alarm will stop playing. 0.0 means it will play until the car battery is dead. [Minimum=0] [Maximum=168] [Default=0]
Damage To Player From Hit By Car: Damage received by the player from the car in a collision.
Damage | Scenario |
---|---|
None | Apocalypse Initial Infection The First Week Six Months Later Survival |
Low | |
Normal | |
High | |
Very high |
Zombie Lore
Proper Zombies: Enabling this setting disables changing the following options.
Speed: The speed of zombies when giving chase. Fast shamblers will both run and shamble towards their target.
Speed | Scenario |
---|---|
Sprinters | |
Fast Shamblers | Apocalypse The First Week Six Months Later Survival |
Shamblers | Initial Infection |
Random |
Strength: How hard a zombie will hit when dealing damage to both the player and world objects, along with the likeliness they will break the skin when attacking.
Strength | Scenario |
---|---|
Superhuman | |
Normal | Apocalypse Survival |
Weak | Initial Infection The First Week Six Months Later |
Random |
Toughness: The hitpoints of zombies and how likely they are to fall over.
Toughness | Scenario |
---|---|
Tough | |
Normal | Apocalypse The First Week Six Months Later Survival |
Fragile | Initial Infection |
Random |
Transmission: How the transmission of the zombie infection occurs. Blood infections refer to infections from scratches and lacerations. You can't get infected even if you are exposed to blood or get injured while wearing blood-stained clothes. Everyone's infected will cause all players to reanimate once they're killed, similarly to The Walking Dead.
Transmission | Scenario |
---|---|
Blood + Saliva | Apocalypse Initial Infection The First Week Six Months Later Survival |
Saliva Only | |
Everyone's Infected | |
None |
Infection Mortality: How long it will take for the zombie infection to kill its host, i.e. the player. If you set the infection mortality rate to zero, you will get sick when bitten by a zombie, but you won't turn into a zombie and die.
Rate | Scenario |
---|---|
Instant | |
0-30 seconds | |
0-1 minutes | |
0-12 hours | |
2-3 days | Apocalypse Initial Infection The First Week Six Months Later Survival |
1-2 weeks | |
Never |
Reanimate Time: How long after death before an infected player will be reanimated.
Time | Scenario |
---|---|
Instant | |
0-30 seconds | |
0-1 minutes | Apocalypse Initial Infection The First Week Six Months Later Survival |
0-12 hours | |
2-3 days | |
1-2 weeks |
Cognition: How effective zombies are at navigating to reach their target. Determines whether zombies will attempt to open doors, break windows or doors, or simply attempt to walk around to reach their target, respectively.
Cognition | Scenario |
---|---|
Navigate + use doors | |
Navigate | Initial Infection The First Week Six Months Later |
Basic navigation | Apocalypse Survival |
Random |
Crawl Under Vehicle: Determines which zombies can crawl underneath vehicles.
Cognition | Scenario |
---|---|
Crawlers Only | |
Extremely Rare | |
Rare | |
Sometimes | |
Often | Apocalypse Initial Infection The First Week Six Months Later |
Very Often | |
Always |
Memory: How long a zombie will give chase before giving up.
Memory | Scenario |
---|---|
Long | |
Normal | Apocalypse Six Months Later Survival |
Short | Initial Infection The First Week |
None | |
Random |
Sight: How large the radius of the sight cone is, and therefore be able to spot a player from farther away, or in their peripherals.
Sight | Scenario |
---|---|
Eagle | |
Normal | Apocalypse Six Months Later Survival |
Poor | Initial Infection The First Week |
Random |
Hearing: The distance in which they were move towards a noise, such as broken windows or dying zombies.
Hearing | Scenario |
---|---|
Pinpoint | |
Normal | Apocalypse Six Months Later Survival |
Poor | Initial Infection The First Week |
Random |
Environmental Attacks: Zombies that have not seen/heard the player can attack doors and constructions while roaming. [Default=Off]
Damage Construction: Governs whether or not zombies can destroy player constructions and defences. [Default=On]
Day/Night Active: Governs whether zombies are most active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase.
Activity | Scenario |
---|---|
Both | Apocalypse Initial Infection The First Week Six Months Later Survival |
Night | |
Day |
Zombie House Alarm Triggering: Allows zombies to trigger house alarms when breaking through windows and doors. Enabling this option will cause zombies to constantly be moving around populated areas, making the early game much more difficult. [Default=Off]
Drag Down: Allows the player to be dragged down if attacked by multiple zombies. [Default=On]
Fence Lunge: Allows zombies climbing over fences to sometimes lunge at the player. [Default=On]
Fake Dead Zombie Reanimation: Some zombies in the world will pretend to be dead.
Activity | Scenario |
---|---|
Some zombies in the world will pretend to be dead | Apocalypse Initial Infection The First Week Six Months Later Survival |
Some zombies in the world, as well as some you 'kill', can pretend to be dead | |
Zombies will never pretend to be dead |
Advanced Zombie Options
The defaults are for the Apocalypse game mode.
Population Multiplier: Set by the "Zombie Count" population option. 4.0 = Insane, 2.0 = High, 1.0 = Normal, 0.35 = Low, 0.0 = None. [Minimum=0] [Maximum=4] [Default=1]
Population Start Multiplier: Adjusts the desired population at the start of the game. [Minimum=0] [Maximum=4] [Default=1]
Population Peak Multiplier: Adjusts the desired population on the peak day. [Minimum=0] [Maximum=4] [Default=1.5]
Population Peak Day: The day when the population reaches its peak. [Minimum=1] [Maximum=365] [Default=28]
Respawn Hours: The number of hours that must pass before zombies may respawn in a cell. If zero, spawning is disabled. [Minimum=0] [Maximum=8760] [Default=72]
Respawn Unseen Hours: The number of hours that a chunk must be unseen before zombies may respawn in it. [Minimum=0] [Maximum=8760] [Default=16]
Respawn Multiplier: The fraction of a cell's desired population that may respawn every RespawnHours. [Minimum=0] [Maximum=1] [Default=0.1]
Redistribute Hours: The number of hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. [Minimum=0] [Maximum=8760] [Default=12]
Follow Sound Distance: The distance a virtual zombie will try to walk towards the last sound it heard. [Minimum=0] [Maximum=1000] [Default=100]
Rally Group Size: The size of groups real zombies from when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zomes. [Minimum=0] [Maximum=1000] [Default=20]
Rally Travel Distance: The distance real zombies travel to form groups when idle. [Minimum=5] [Maximum=50] [Default=20]
Rally Group Separation: The distance between zombie groups. [Minimum=05] [Maximum=25] [Default=15]
Rally Group Radius: How close members of a group stay to the group's leader. [Minimum=1] [Maximum=10] [Default=3]